mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-22 22:01:46 +00:00
54 lines
1.1 KiB
Text
54 lines
1.1 KiB
Text
|
uniform float4x4 ViewProj;
|
||
|
uniform texture2d image;
|
||
|
uniform float2 outputSize;
|
||
|
uniform int swap;
|
||
|
|
||
|
struct VertData
|
||
|
{
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
VertData VSDefault(VertData vert_in)
|
||
|
{
|
||
|
VertData vert_out;
|
||
|
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
|
||
|
vert_out.uv = vert_in.uv;
|
||
|
return vert_out;
|
||
|
}
|
||
|
|
||
|
float4 PSColorFilter(VertData vert_in) : TARGET
|
||
|
{
|
||
|
uvec2 outputPos = uvec2(vert_in.uv * outputSize);
|
||
|
|
||
|
uint fst = outputPos.x * 3u / 4u;
|
||
|
vec4 color_0 = texelFetch(image, ivec2(fst, outputPos.y), 0);
|
||
|
|
||
|
uint snd = (outputPos.x * 3u + 1u) / 4u;
|
||
|
vec4 color_1 = texelFetch(image, ivec2(snd, outputPos.y), 0);
|
||
|
|
||
|
uint trd = (outputPos.x * 3u + 2u) / 4u;
|
||
|
vec4 color_2 = texelFetch(image, ivec2(trd, outputPos.y), 0);
|
||
|
|
||
|
vec4 result = vec4(
|
||
|
color_0.barg[outputPos.x % 4u],
|
||
|
color_1.gbar[outputPos.x % 4u],
|
||
|
color_2.rgba[outputPos.x % 4u],
|
||
|
1.0
|
||
|
);
|
||
|
|
||
|
if (swap == 1)
|
||
|
return result.rgba;
|
||
|
else
|
||
|
return result.bgra;
|
||
|
}
|
||
|
|
||
|
technique Draw
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
vertex_shader = VSDefault(vert_in);
|
||
|
pixel_shader = PSColorFilter(vert_in);
|
||
|
}
|
||
|
}
|